Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 7
Alpha_Item_Mod_for_WF6.06 Part 7[message #266722]
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Thu, 11 November 2010 22:56
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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You can find thread 6 here.
AIMNAS for WF6.06 FAQ
Latest Version: [color:#FF0000]AIMNAS V15[/color] and mapupdate.
As many people have the same question over and over again ("How do I actually install this awesome mod?"), depressivesbrot made a nice little instruction manual for the install stuff:
DepressivesBrot
Recommended install:
1.) Jagged Alliance 2 (obviously)
2.) Vanilla SCI 3944 Until and unless one of us says otherwise
3.) WF6.06-AIMNASV14 EN
4.) AIMNASV15UpdateOnly
5.) Replace Data-AIM-WF\Tabledata\AIMAvailability.xml and MercAvailabity.xml with the corresponding files from here
A complete sortable item list based on V12 can be found here.
Credit for this awesome tool goes to Jenilee. Many thanks for that.
Try to read the previous threads [color:#FF0000](and this one as well, as many questions especially on how to install AIMNAS have been asked and answered quite a few times now)[/color] for more information. If you still have questions about installing AIMNAS, check the IRC channel... someone willing to help might be there most of the time.
Anyways... AIM-NAS includes more than just a ton of cool stuff, it also contains a selection of starting gear kits for A.I.M. mercs (made possible through the great work Tais did on New Starting Gear Interface) and updated skills and traits for usage wih STOMP.
V14 will also include a new selection for Imp Starting Items, that will require a special exe that DepressivesBrot made. This exe can be found here.
The ini file in the SCI and the AIM-NAS files is specifically for usage with NAS, HAM, NSGI and STOMP. If you want to change stuff in there, do so at own risk (well, yeah, the M.E.R.C. available on day should probably be changed back to FALSE...).
For more questions, feel free to visit me in the Bearspit IRC channel, I'm usually there...
Enjoy. :happybear:
[Updated on: Mon, 17 January 2011 07:35] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266723]
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Thu, 11 November 2010 22:57
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Merge List for AIMNAS:
Last Update: 10th of Dec. 2010
Guns:
- EBR Stock + M14/M21/M1 Garand/Mini-14/AC-556 = EBR Version of the same gun
- Improvised Conversion Kit + SVU = SVU-A
- Improvised Conversion Kit + M1 Carbine = M2 Carbine
- Improvised Conversion Kit + Ruger Mini-14 = Ruger AC-556
- Improvised Conversion Kit + Ruger Mini-30 = Ruger AC-762
- Improvised Conversion Kit + Calico M-900 = Calico M-900A
- SCAR Barrels + SCAR variant = other SCAR variant (depends on Heavy and Light version which barrels are interchangeable... the L will accept the 6.8mm, the H will accept the WP barrels)
- HK Rails + several HK guns versions = MP5// G36 //G11//CAWS RAS versions
- G36 Grip/Optics + G36 versions // G11 // CAWS = G36 //G11//CAWS regular versions
- AK Conversion Kit + SKS // and several AK-variants = Tactical version of the gun
- upper receiver kits for M4 variants = other variant (works with .50 Beowulf, AR57, M4A1, M4A3, Whisper Kitty, SEAL Recon Rifle)
- M16A4 Conversion Kit + M16A4 = DMR variant of the M16
- AUG Barrels + AUG = other AUG variant
- Fixed Telescopic Optics + AUG RAS variants/P90 RAS/CAWS RAS/G11 RAS = basic variant of the gun
- Rail Kit large + basic AUG variants = RAS version
- Rail Kit small + P90 = P90 RAS
- HK416 Barrels + Hk416 variant = other HK416 variant
- HK417 Barrels + HK417 variant = other HK417 variant
- Blaser R93 Barrels + Blaser R93 variant = other Blaser variant
[color:#FF0000]- 40mm Buckshot Grenade + M79 Grenade Launcher = M79 direct fire launcher (for use with the Buckshot round...)
- regular 40mm Grenade + M79 direct fire launcher = M79 Grenade Launcher (so you actually can use the grenades again )[/color]
A note on gun merges: Make sure, that you take off all attachments and unload the gun before changing barrels//adding rails. Otherwise your stuff might disappear. Tried this with a conversion of AR57 into beowulf, my 50 rnd 5.7 mag just vanished (probably because there was no room to drop the mag, the other way round with a loaded beowulf worked flawless, the mag was put into a small pocket and all attachments stayed on the gun). Might be however, that this is changed with NAS.
Armour:
Major change: Most armour can't be repaired anymore (there are some exceptions), instead you'll need Compound-18 // Compound-20.
- C18 Upgrade Kits + various Armour pieces = treated Armour
- C20 Upgrade Kits + various Armour pieces = coated Armour
- C18 + regular or C-18 armour = repairs the armour
- C20 + a C-20 armour // EOD // Dragonskin // KAZAK-6 = repairs the armour
- C20 + titanium plate = repairs the plate
- Upgrade Kits + various armor = appropriate upgraded armor (Stealth Kit only works with Kevlar)
- Dragonskin + Camo Uniforms = Camo Dragonskin
Attachments:
- Aluminium Rod + Spring = Rod&Spring
- Steel Tube + Duct Tape + Quick Glue = Gun Barrel Extender
- Duct Tape // Quick Glue + any attachment = mod. version (needed for further merging or as inseperable item that will stick to a gun permanently)
- Tact. Flashlight + Rifle Lam = Rifle-LAM&Flashlight Combo
- Reddot LAM + Reflex Sight = Reddot LAM&Reflex Sight Combo
- Reddot LAM + Sight Mark Reflex Sight = Reddot LAM&SMR Combo
- Foregrip + Tac. Flashlight = Griplight
No glue merges:
- Burris AR scope + Burris Speeddot = Aiming Module SDA
- AN/PVS NV scope + Burris Speeddot = Aiming Module SDNV
AIM SDA: Burris Speeddot, Burris AR
AIM SAR: Burris Speeddot, Burris AR, Reddot
Trigger Group + Utility Knife = cycles through various types of Trigger Group (atm 2 round, 3 round or 4 round burst)
Explosives:
- various Grenades//Molotov Cocktail + Gasoline-Oil Mix = various Eagle Items (basically gas tanks that can be used as explosive devices)
- String//copper wire + mod. Flare = Trip Flare
- String//copper wire + mod. Walkman = Trip Klaxon
- Pack of Gum + Flashbang = Flashbang Mine
- Pack of Gum + Mustard Gas Grenade = Mustard Gas Mine
- Pack of Gum + Tear Gas Grenade = Tear Gas Mine
- Pack of Gum + Smoke Grenade = Smoke Mine
- duct tape//quick glue + detonator = mod. detonator (will stick to a bomb as inseperable attachment)
- Rag + Alcohol-Oil Mix = Molotov Cocktail
- Duct Tape + Flare = taped Flare
- Duct Tape + Alcohol&Oil Mix = taped Alcohol&Oil
- Taped Flare + Alcohol&Oil Mix = Flarebomb (also works if the alcohol is taped or both are taped)
- RDX + TNT = HMX
- RDX + C1 = C4
- RDX + C1 small = C4 small
- C1 + copper wire = 2x C1 small
- C4 + copper wire = 2x C4 small
- shaped charge + shaped sharge = c1 small
- shaped charge + jar with marbels = improvised grenade
- copper Wire + Claymore = mod. Claymore (can be used as a bomb, instead of a mine)
- Gameboy + C1 small = 2x shaped charge
- 2 small charges C1/C4 = C1/C4
- 40mm shell casing + any 40mm grenade = 40mm shell
required as components for explosives//mines:
- Tank of Gas + Oil = Gasoline-Oil Mix
- Bottle of Alcohol + Oil = Alcohol-Oil Mix
- Glass Jar + Marbles = Jar with Marbles
- Detonator + Flare = modified Flare
- Detonator + Walkman = modified Walkman
- Detonator + Steeltube = Steel Tube with Primer
LBE:
- 40mm VOG Grenade Panel + 40mm VOG grenade Panel = VOG Combat Pack
- Mod. Pouches + Mod. Pouches = Mod. Rigs (there are a lot of possible combinations, just try out what works... doesn't work in all possible combinations yet, might change that later on)
- SAW pouch + LBE Gear = SAW LBE
- mod. triple grenade pouch + LBE Gear//SAW LBE = mod. LBE Gear
- mod. utility + LBE Gear = mod. LBE Gear
- mod. first aid pouch + LBE Gear//SAW LBE = mod. LBE Gear
(the LBE Gear//SAW LBE gear can be upgraded until all pocket slots are used)
- 40mm Grenade Rig + 40mm Grenade Rig = 40mm Grenade Panel
- Pouch Straps + several mod. Pouches will seperate the pouches (also works on vests modified with the following merge)
- Belt Type LBE + one of the following vests: Hunter Vest, Biggame Hunter Vest, AK Chest Rig, M23 Chest Rig, Police Utility Vest or Sniper Jacket = modified version
[color:#FF0000]- Pouch Set Straps + Belt LBE => switches the belt to be worn as vest instead of combat pack[/color]
Misc:
- Fumble Pack + x-Ray Tube + Pack of Gum = X-Ray Device
- Display Unit + X-Ray Device = X-Ray Detector
- LameBoy Display + Copper Wire = Display Unit
- Gameboy + Copper Wire = LameBoy Display
- Platinum Watch + Copper Wire = Detonator
- Various Clothing + various Knives = Rag
- Rubber band + various Knives = Mod. Pouch Set Straps
- Canteen + Cigars = Woodland Camo Kit
- Canteen + Cuban Cigars = Desert Camo Kit
- String + Soda Can = Soda can with String
- Batteries + Detonator = Remote Detonator
- Woodland Camo Kit + Rag + Rubber Band//String = Ghillie Kit Woodland
- Desert Camo Kit + Rag + Rubber Band//String = Ghillie Kit Desert
Combine Merges:
First Aid Kit
Medical Kit
Tool Kit
Locksmith Kit
Camo Kits
Alcohol
Wine
Beer
Tank of Gas
20mm Clips
25mm Clips
DM 13 Signal Magazine
Compound 18
Compound 20
[Updated on: Fri, 10 December 2010 21:34] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266724]
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Thu, 11 November 2010 22:58
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Guide to Pocket sizes used
Also new are changes to the item sizes. Those changes probably won't matter in game, it's more a behind the scenes thing... anyways here is the list for item sizes currently used (it's a bit different to the list posted in the Thread 3):
34: ammo crates, ammo donkeys, full back packs (no more stuffing them into other back packs, or overloading vehicles)
33: Gas Tanks, full vests and full combat packs
32: Tool kit, conversion kits, heads, empty backpacks
31: Armour (vests and pants), LBE vests, combat packs, full thigh packs & belts
30: Helmets, thigh packs, belts, armour conversion kits
29: Rockets (RPG and Carl-Custaf)
28: 60mm shells
27: Shotgun Shells #12 rounds
26: 40mm grenades & shells
25: 20mm, 25mm and 40mm metalstorm clips, trip mines (the ones made from large grenades)
24: 12g shells #7
23: bottles, canteen, stick grenade
22: mini rockets, crossbow bolts (that of course means, that the quiver will now take mini rockets as well)
21: ammo belts, med kit, bloodcat pelt, flamethrower tank
20: drum mags, claymore, large attachments (like aiming modules, aimpointer, etc), ammo boxes, mostly bigger stuff that would fit a medium pocket, but not a misc pocket (like headsets, bigger gas masks)
19: large handgrenades, glass jars, emergency flare
18: large mags, medium attachments (larger scopes, medium sized lasers, small aiming modules, etc), large knives, TNT/HMX, landmine
17: sniper mags, gas mask, NVG I&II, sun goggles (yeah, should be smaller, but i think it's more convenient this way... if they were smaller more than 1 would fit a medium pocket which would make outfitting kind of annoying, especially if you don't fix them to a helmet) first aid kit, large C1 & C4, most binoculars, other stuff that needs at least a misc pocket to be stored
16: AR mags
15: SMG mags, various smaller stuff (like T-shirts, rod&spring)
14: speedloader, regular grenades, stones, small attachments, soda can, , Compound 18/20
13: short rifle mags, small C4&C1 (stuff that needs at least a small pocket)
These items will fit a tiny pocket:
12: pistol mags
11: small pistol mags, small grenades, throwing knives
10: tiny stuff (keys, money, marbles, etc...), tiny grenades (V40), shuriken
9-0: guns in varying sizes (also includes LAWs, swords, spades, crowbar)
[Updated on: Thu, 11 November 2010 23:19] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266752]
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Fri, 12 November 2010 04:53
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Dim |
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Messages:2
Registered:October 2010 Location: Thessaloniki Greece |
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Hi. I am experiencing a little bug. On Drassen airport my IMPs every now and then they are losing 1 point of health without doing nothing and a message shows up saying they lost health on assingment.
I am using AIMNAS v12 clean. Maybe there is a problem with HAM in this sector.
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Civilian
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266763]
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Fri, 12 November 2010 11:00
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Logisteric |
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Messages:3199
Registered:December 2008 Location: B |
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RandokDo you could write how to properly install because I have problems (CDT, multiple nameless faces in AIM)?
And if you could make an English version?
what do you want to say by that? '???' above their heads? as bill gates used to say: "it's not a bug, it's a feature" - as long as you don't talk to them you don't know their names, just as it is in real live. also N###_000 would be kinda senseless, if you already knew their names, wouldn't it?
afaik v14DE and v14EN will be posted today, so show some patience, please.
@ dim
we do not have greeks in the game (as long as you don't count perko, and he is more of a geek than a greek) - have a look here , if you want to change that.
[Updated on: Fri, 12 November 2010 11:07] by Moderator Report message to a moderator
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Captain
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266784]
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Fri, 12 November 2010 22:54
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Spetznas |
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Messages:10
Registered:May 2009 Location: germany |
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can you tell me what i need to install the german version ? thx
i have download WF6.06-AIMNASV14 DE
[Updated on: Fri, 12 November 2010 23:04] by Moderator Report message to a moderator
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Private
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266792]
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Sat, 13 November 2010 00:44
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Hairysteed
Reloading an ar-type weapon (except ARES Shrike, obviously) should be faster than reloading an ak-type weapon because of better ergonomy:
-The AK mag release is in such a position that you need your other hand to work it and remove the mag. On the AR the mag release is easily reached with your firing hand's index finger and let the mag drop from the well while your non-firing hand reaches for a new mag.
-Inserting a new mag is a slightly more complex maneuver on the AK than on the AR: Hook n' twist vs. straight push.
-On the AK the shooter has to cycle the action after inserting the magazine, while on the C7 the bolt is locked open after firing the last round and the shooter only has to press bolt release to chamber the round.
Hmm... interesting. Myreasoning for adjusting the reload costs a bit was mainly because I wanted to make SMGs a bit better (well, actually, the difference in reload costs will probably only be relevant 1 out of 10 times or somesuch...).
The basic idea was to relate reload cost mainly to magsize, gun size, gun type and gun weight. The AR-15 Type of guns are already way better than the AKs due to more/better attachments. I think those 4 points difference don't really matter too much.
Also the AKS-74U should rather be compared to a Colt Commando than to a C7A2, and there the difference is only 1 or 2 points. The AKS-74U is really bad in-game (range, damage, accuracy all stink, compared to other similiar guns), so having a slightly faster reload doesn't really help to push it over a short AR-type of gun, I guess.
I think the larger AKs and ARs all basically have the same reload costs...
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #266797]
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Sat, 13 November 2010 01:29
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datakurs |
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Messages:166
Registered:June 2009 Location: Budapest, Hungary |
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Thanks for V14.
With SCI_SVN1247_MPSVN3896_Vanilla113_20101112 when I try to enter the mercenary mug shot index in the laptop game exits.
(I know, this version of SCI is too new to be tested with AIM yet.)
[Updated on: Sat, 13 November 2010 01:59] by Moderator Report message to a moderator
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Staff Sergeant
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